Fighter
Base Class: Fighter

When they are called upon, the Shieldbound will be there at the front lines. Few are as brave as these magical wardens, some brandishing spears in tight formation, and others forgoing a traditional weapon to fend off foes with their shields. The Shieldbound can draw upon a special magical power manifested from their spirit, harnessing their fighting spirit into different techniques designed to protect their allies, growing more unstoppable the more they hone their skills.

Shield Mastery

3rd-lvl Shieldbound feature

To the Shieldbound, their shield is their life. The dedication to their defense has given them a mastery over shield combat. When you wield a shield, it now counts as a martial weapon that deals 1d8 bludgeoning damage. You can make an attack with your shield as a bonus action. Additionally, you gain an additional +1 to your AC when you wield a shield. 

Warden's Defenses

3rd-lvl  Shieldbound feature

The duty you answer by being your ally's shield has granted you special magical capabilities.  These abilities enhance your defenses and offenses and are drawn upon through the link between your duty-bound soul and your shield. You gain access to Sentinel Wards, maneuvers that grants you different actions or benefits during combat. At 3rd level, you learn 4 Sentinel Wards and use them up to 6 total times. At higher levels, this increases to 7 Sentinel Wards and 12 uses at level 10, and finally 9 Sentinel Wards and 18 uses at level 15. You must use a shield to access these abilities.

Higher level Sentinel Wards require more points to expends, and you gain all expended Sentinel Wards on a Short or Long Rest.

Defender's Dash

(3rd-level) When you see an ally getting hit by an an enemies attack, you can use expend 1 Sentinel Ward to use your reaction to move up to your movement speed towards your ally. If you land within 5ft of your ally, you can impose disadvantage on the enemies attack.

Deflection

(3rd-level) You cannot protect your allies if you fall in battle, if you are hit by an attack, as a reaction you can expend 1 Sentinel Ward to deflect the damage dealt to you. This reduces the damage of the attack by 1d10 + your fighter level.

Hunker Down

(3rd-level) You hunker down, using your shield as optimal cover. You expend 1 Sentinel Ward to give yourself 3/4ths cover. This effect ends if you use your movement. If a creature of medium or smaller is behind you, they gain the benefits of 3/4ths cover as well.

Shield Bash

(3rd-level) Charging towards an enemy shield first, if you move 10ft in a straight line, you can use 1 Sentinel Ward to bash into an enemy, using your bonus action shield attack to knock an enemy prone.

Improved Warden's Defenses

7th-lvl Shieldbound feature

Having triumphed over more foes with your stalwart defenses, you gain access to 3 more abilities that require 2 Sentinel Ward's to use. You also now have 12 uses of Sentinel's Defenses.

Elemental Affinity

(7th-level) Your shield has endured so much damage that you can imbue your own shield with more power. Expending 2 Sentienl's Wards, you add an additional 1d6 fire, lightning, cold, poison, or acid damage to your shield, and become resistant to that same damage type as well for 1 minute.

Guardian's Protection

(7th-level) You must always be there for your allies when faced with impending damage. When you and all allies with 5ft of you are forced to make a Dexterity saving throw that deals damage, you can use your reaction to expend 2 Sentinel Wards to reduce the damage by half. Additionally, you and your allies gain a bonus to the saving throw equal to your Constitution modifier (minimum of 1).

Shield Volley

(7th-level) Protecting your allies is a top priority for the Shieldbound, now mastering the ability to stick next your allies while fending off foes out of reach. For 1 minute after expending 2 Sentinel Wards, attacks made at enemies at least 5ft out of your melee range with the shield now have a range of 30ft and a long range of 60ft and deal 1d8 force damage. 

Defensive Fervor

10th-lvl Shieldbound feature

Countering everything that your foes throw at you can be overwhelming to some, but the Shieldbound have learned to become guardians of the battlefield. After expending your reaction, you can another reaction if it is a Sentinel's Defense ability that requires a reaction. 

Mastered Warden's Defenses

15th-lvl Shieldbound featuref

You and your shield have become a symbol of protection, as you gain access to 2 new powerful abilities that require 3 Sentinel Ward's to use. You also now have 18 uses of Sentinel's Defenses.

Barrier Shield

(15th-level) You can conjure the collective might of a shield wall with just one shield. As an action after expending 3 , you can conjure a large translucent barrier originating from your shield. It extend to the floor, is 15ft high, and 25ft wide. All ranged attacks made against you and anyone behind the barrier fail automatically, but all ranged made from behind the barrier pass through it. While this is active, you can only do bonus actions and reactions. It normally ends after 1 minute, but can be ended early as a free action.

Stalwart Aura

(15th-level) You extend your stalwart soul to those around you to protect them. As an action after expending 3 Sentinel Wards, you gain an aura that extends 10ft all around you. While active, you and all allies within 10ft of you gain resistance to bludgeoning, piercing, and slashing damage.

Stalwart Aegis

18th-lvl Shieldbound feature

Wielding your shield, your soul has become immovable as your defensive formation. You gain the following benefits:

  • You gain a +1 to your AC
  • You cannot be grappled, restrained, or knocked prone. Additionally, you cannot be forcibly moved, and all spells and effects that make you roll a saving throw to not be moved automatically succeed.
  • When you use the attack action, you can make an additional attack with your shield.

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